I stand erect and corrected!
The issue is compressed youtube with compressed jpg.Idk, some snaps from the best footage I've found (from Xbox On), it doesn't look like native 1080p (not a pixel counter though)
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But, it could be because of any of the following:
Sub 1080p for X1 would also make the PC requirements more understandable. Releasing b-roll footage for the general press when such previews happen would be the best choice though, or just give some to gamersyde
- Youtube (compression hurting the overall image quality, no game can escape from that)
- Post-process effects making the game look softer than it actually is
- These two combined, plus maybe bad capture? (i doubt it, this is the best footage I've found from the previews)
I disagree with Scofield. I don't think the lighting is as sophisticated as he's suggesting (although I'm not saying UC or any other game in this vein is as or more sophsticated), and that door is either an accident as Milk suggests, or a deliberately creation specific to that (and similar) door(s). At 30 seconds we have a desk and a computer screen illuminating the room and the underside of the desk. The round, vertical handles of the door aren't showing any reflected highlights unlike the example green-door handles. At 1:07 the guy enters the passage where there's clearly no green light in effect. At 1:11 his side near the camera is illuminated by the light on the other side of him. At 2:55 we have a mteal bar-handle on a door with no upwards reflected light. At 3:25, another table underside lit by the lightsource above it. And at 4:40, another handle on a blue door with no reflected up light.Actually I think you can even see light bounce from the characters' hand touching the door as he opens it. Cool!
It is not uncommon for AO to run sub native right? Do PC games run AO at full resolution?Not only the SSAO runs at 720p. Here the traces from the bullets are ~720p too. Notice the pixelated helmet.
Yea, HBAO+ is full res. while HBAO is half res afaik.It is not uncommon for AO to run sub native right? Do PC games run AO at full resolution?
Lol! Good to know... XDI stand erect and corrected!
That would be a really stupid way to waste man hours.I disagree with Scofield. I don't think the lighting is as sophisticated as he's suggesting (although I'm not saying UC or any other game in this vein is as or more sophsticated), and that door is either an accident as Milk suggests, or a deliberately creation specific to that (and similar) door(s).
1) That just means not all lights cast shadows.At 30 seconds we have a desk and a computer screen illuminating the room and the underside of the desk. The round, vertical handles of the door aren't showing any reflected highlights unlike the example green-door handles.
Probably a fill light placed by an artist.At 1:07 the guy enters the passage where there's clearly no green light in effect. At 1:11 his side near the camera is illuminated by the light on the other side of him.
The handles of the yellow door are directly below the light source. That's not the case with the metal bar. Different position, different effect.At 2:55 we have a mteal bar-handle on a door with no upwards reflected light.
The underside of the desk seems to be mostly in the shade. Remedy's paper on QB's lighting says that their light-leaking solution isn't perfect. I guess this is an example of that.At 3:25, another table underside lit by the lightsource above it.
Once again, light not directly above the handle. Then again, with such a dark albedo it would be hard to see the effect anyways.And at 4:40, another handle on a blue door with no reflected up light.
But to correct one thing, while the voxel GI requires precomputation it supports dynamic environments.
Comments like this have no place on the internet!I prefer wait the two games release to give a subjective point of view. Each games are looking very good.
That would be the case with baked lighting, but not with irradiance volumes (which is what QB uses), hence why you can have large scale changes in the environment without screen-space artifacts such as this one:It supports dynamic objects recieving the GI, which is pretty standard for any game. Dynamic objects or scene changes won't bounce nor oclude GI, except through their screen-space shaders. That's what I meant.
Not the best comparison ever... UC4 has a lot of hand crafted assets, character faces in particular - whereas QB relies on lots of different scanning approaches for that. Totally different art direction, very different looking results. Maybe tech can be compared eventually, but I guess we should wait for final direct feed shots and possibly even GDC talks for that.
Some uneasiness in that video footage you quoted for Quantum Break. The people come across pretty creepy looking much like Uncharted 4 cut scenes that I've seen so far.to me this game is in many places even better than Uncharted 4. Amazing visuals
Software comes under technology too. Not everything is about GPU flops or whatever.
Also: something something .... CPU ... something.